
Hell is Us: A Bleak Fantasy World Where Classic Adventure Meets Brutal Combat
Hell is Us, the upcoming action-adventure game from Montreal-based developer Rogue Factor, is generating significant buzz for its unique blend of classic adventure elements and intense third-person melee combat. While its brooding atmosphere might initially suggest a soulslike experience, closer inspection reveals a game deeply rooted in the traditions of classic adventure titles like The Legend of Zelda: A Link to the Past, Silent Hill, and Resident Evil.
Set in the fictional country of Hadea in the mid-1990s, Hell is Us follows Rémi, a military deserter returning to his war-torn homeland. Hadea is embroiled in a brutal civil war fueled by ethnic conflicts, creating a bleak yet believable fantasy world that's both realistic and intriguingly alien. Powered by Unreal Engine 5, the game boasts striking visuals that blend gritty realism with abstract and uncanny elements.

Jonathan Jacques-Belletête, Hell is Us' creative director and art director, describes the world as a mix between the British countryside and Eastern Europe, evoking a sense of old-school Disney with twisted trees and mossy landscapes. The game emphasizes the juxtaposition of old and new, with remnants of an ancient civilization scattered amidst the destruction of the civil war, reminiscent of Cairo's blend of modernity and ancient pyramids.
Despite being set in the 1990s, Hell is Us takes creative liberties with technology. Rémi carries a handheld computer and is equipped with a high-tech drone for scanning and illumination. This blend of eras adds to the game's unique flavor, drawing comparisons to the advanced technology found in the 1960s setting of Metal Gear Solid 3.
One of the most intriguing aspects of Hell is Us is its lack of objective markers or even a dedicated map. Players must rely on their own instincts, observation skills, and conversations with NPCs to navigate the world and progress. This bold decision, according to Jacques-Belletête, is a conscious effort to respect the intelligence of a niche audience and enhance the overall experience by encouraging players to truly get lost in the game.

The game features Investigations, Mysteries, and Good Deeds, which serve as main quests, side quests tied to the history of Hadea, and tasks related to the civil war, respectively. Players can use an APC, an armored vehicle, for fast travel between areas, revisiting old environments as they uncover new clues and objectives.
Jacques-Belletête emphasizes that Hell is Us aims to break free from the Ubisoft-style open-world formula, where checklists and quest markers often lead to a sense of blandness. Inspired by classic adventure games like the Blade Runner adventure game from Westwood, Hell is Us prioritizes exploration and discovery.
Rogue Factor has stressed Hell Is Us isn’t a Soulslike though. You’re not scrambling for bonfires or any equivalent, but exploring and chatting with characters to piece together where you need to go next, discovering new places of interest, and encountering side objectives which bleed into the overall experience of navigating each semi-open world area. The ethos behind Hell Is Us is discovery and the organic feeling of finding your feet through clues in the world, rather than using obvious quest markers.
Hell is Us is a very captivating game with excellent chaotic moments, even if some areas did appear to be gated off. We fought our way to the swirling black vortex, encountering enemies beyond our skill level, only to find it was inaccessible due to not having a specific item. We later found an underground tunnel filled with enemies, where an individual connected to a side-quest was trapped at the other end.
With its intriguing blend of influences, Hell is Us is set to be a polarizing experience. Will players embrace the game's bold design choices and hands-off approach, or will the lack of guidance lead to frustration? What are your thoughts about games that eschew traditional quest markers to provide more organic exploration?
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